I liked the story and the way the scenarios were designed. No terribly huge battles, just right, everything possible to be finished without tedious troop management, retaining the more interesting aspects of the gameplay. I think the first scenario was the hardest of all, had to restart it several times until figuring out how to finish it proper and safe. I restarted several other scenarios to see how well I can conserve my troops. It was nice to have alternatives in strategy, more possibilities to accomplish something.

Graphically I was first a bit surprised when I got to see another dragon, then was blown away when he actually started to move. A bit quirky, maybe, but has a decent pixel-art charm, fits well the game, and as I later checked it in the campaign data, it isn't even too large: it feels like being designed just right to convey a nice impression (although I see it might be a work-in-progress, manually upscaling some older pixel art, the flight animation being still seemingly a placeholder). I was looking forward to fight the damn thing again to see some more of its animation

So in overall this was a nice campaign for me all around. Not utterly extraordinary, but smooth, well designed, the battles being interesting and flowing nicely, worth to play.

Hi. It's been a couple of years but I dropped by to see how things have been going... and I realized I never followed up on the tense mis-matches in the intro story. I'm sorry for that. I think that happened when I moved the intro into the story.cfg and I cut and pasted the wrong message text. Anyway, it's late, but never too late to offer a fix. So here's the corrected story.cfg. Only a few small grammatical (verb tense related) changes, but they're kind of important since they are the first text the player reads and set the first impression for the storytelling.

Thank you for the corrections
By the way, in the feedback topic, Samonella suggested some improvements to the first scenario, as it didn't seem quite right to have Jacques suddenly appearing in the centre of the island.I implemented his suggestions in the scenario; do you want to review it too?

error ai/actions: Error #2001 (move_result::E_EMPTY_MOVE) in full move by side 3 from location 14,11 to location 18,13

At first, I though that I made some mistakes while coding it, so I added some wesnoth.message() calls to try and debug it. Surprise: I noticed that the AI code gets inexplicably executed twice for each turn. At this point, I got suspicious and opened a savegame with a text editor; there I got the second surprise: some parts of the AI code (the [target] and [candidate_action] tags) are duplicated in the savegame itself, but they aren't duplicated in my code. I'm going to report this issue on Github.

Version 1.2.8 has been uploaded to the 1.14 add-ons server. This is a bugfix release, in which I fixed the HARD difficulty accidentally being defined as EASY (cursed copypasting... ). I also added major_amla=yes to Kyoko's advancements, updated the code of her Inspire ability and gave her a leadership animation frame.